XP Enigma - Um Jogo Educacional Não Digital para Apoio ao Ensino de Métodos Ágeis: Uma análise temporal da motivação e aprendizagem
Resumo
Este artigo descreve um jogo educacional não digital, baseado em uma atividade de caça ao tesouro, para apoiar o ensino de metodologias ágeis, mais especificamente de práticas e valores do Extreme Programming (XP). O trabalho descreve o detalhamento do jogo, uma avaliação pós-teste realizada com 20 estudantes utilizando o modelo de avaliação para jogos educacionais MEEGA, assim como uma avaliação da percepção de 46 egressos sobre o jogo dois a quatro anos após a participação. Como resultados, identificou-se um alto índice de satisfação em termos de motivação e experiência do usuário, um aumento significativo de conhecimento em todos os conteúdos avaliados. Além disso, identificou-se a percepção positiva dos egressos quanto à motivação e aprendizagem propiciados pela atividade, mesmo alguns anos após a participação desses estudantes no jogo.
Palavras-chave:
Jogo sério, métodos ágeis, gerenciamento de projetos, XP, Extreme Programming
Referências
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A. GOLDMAN, F. KON e P. J. S. e. Y. J. W. SILVA, “Being Extreme in the Classroom: Experiences Teaching XP,” J. Braz. Comp. Soc., vol. 10, nº 2, pp. 5-21, 2004.
R. Hoda, J. Noble e S. Marshall, “Agile Project Management,” em International Conference on Extreme Programming and Agile Processes in Software Engineering, Christchurch, New Zealand. , 2008.
B. A. Hussein, “A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway,” Education Science, vol. 5, p. 104–125, 2015.
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V. C. P. Peeters, “XP Planning Game,” 2010. [Online]. Available: http://www.xp.be/xpgame.html. [Acesso em 2010].
K. Beck, Extreme Programming Explained: embrace change, 2nd ed., Pearson Education, 2004.
P. E. Battistella e C. G. v. Wangenheim, “Games for Teaching Computing in Higher Education – A Systematic Review,” vol. 1, nº 3, pp. 8-30, Março 2016.
A. Bassi, “Scrum Sim - A Simulation Game to Learn the Scrum Agile Framework,” 2016.
A. Godoy, “Game-Scrum: An Approach to Agile Game Development,” em SBC - Proceedings of SBGames 2010, Florianópolis - Brazil, 2010.
W.-L. Lee, “SCRUM-X: An Interactive and Experiential Learning Platform for Teaching Scrum,” em Proceedings of IMCIC - ICSIT 2016, 2016.
A. Brito e J. Vieira, “‘2TScrum’: A Board Game to Teach Scrum,” em Simpósio Brasileiro de Engenharia de Software (SBES'17), Fortaleza, Brazil, 2017.
P. Rodrigues, M. Souza e E. Figueiredo, “Games and Gamification in Software Engineering: A Survey with Educators,” 2018.
M. Souza, L. Veado, R. T. Moreira, E. Figueiredo e H. Costa, “A systematic mapping study on game-related methods for software engineering education,” A systematic mapping study on game-related methods for software, vol. 95, pp. 201-2018, 2018.
J. Bergin e F. Grossman, “Extreme Construction: Making Agile Accessible,” em Proceedings of AGILE 2006 Conference (AGILE'06), 2006.
A. Przybyłek e M. Zakrzewski, “Adopting Collaborative Games into Agile Requirements Engineering,” em Proceedings of the 13th International Conference on Evaluation of Novel Approaches to Software Engineering (ENASE 2018), 2019.
D. Parsons, “Creating game-like activities in agile software engineering education,” em 23rd Australasian Software Engineering Conference • ASWEC 2014, Sydney, Australia, 2014.
R. Savi, C. G. von Wangenheim e A. F. Borgatto, “A Model for the Evaluation of Educational Games for Teaching Software Engineering,” em 25th Brazilian Symposium on Software Engineering, SBES 2011, Sao Paulo, Brazil,, 2011.
M. Tavakol e R. Dennick, “Making sense of Cronbach’s alpha,” International Journal of Medical Education, vol. 2011, nº 2, pp. 53-55, 2011.
G. Petri, C. G. v. Wangenheim e A. F. Borgatto, “Quality of Games for Teaching Software Engineering: An Analysis of Empirical Evidences of Digital and Non-digital Games,” em 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track, 2017.
B. Weber, “Extreme Construction Game to Improve the Teaching of Extreme Programming Practices,” Austria.
P. Schoeffel, R. S. Wazlawick e V. F. C. Ramos, “Using Multiple Active Teaching-Learning Approaches in Software Project Management: A longitudinal analysis of students’ motivation and learning,” em 2018 IEEE Frontiers in Education Conference (FIE), San Jose, CA, USA, 2018.
J. M. Fernandes e S. M. Sousa, “PlayScrum - A Card Game to Learn the Scrum Agile Method,” em 2010 Second International Conference on Games and Virtual Worlds for Serious Applications, 2010.
K. Greaves e S. Laing, “Collaboration Games from the Growing Agile Toolbox,” Growing Agile, 2013.
Digital.ai, “The 14th Annual State of Agile Report,” VersionOne CollabNet, Alpharetta, GA, USA, 2020.
VersionOne, “9TH Annual State of Agile Survey,” 2015.
I. Ibrahim, “Teaching Project Management for IT Students: Methods and Approach,” em International Conference on Education and Management Technology, Singapore, 2011.
U. Ojiako , M. Ashleigh e M. Chip, “Learning and teaching challenges in project management,” International Journal of Project Management, vol. 29, p. 268–278, 2011.
G. Bavota, A. D. Lucia e F. Fasano, “Teaching Software Engineering and Software Project Management: An Integrated and Practical Approach,” em International Conference on Software Engineering (ICSE), Zurich, Switzerland, 2012.
A. GOLDMAN, F. KON e P. J. S. e. Y. J. W. SILVA, “Being Extreme in the Classroom: Experiences Teaching XP,” J. Braz. Comp. Soc., vol. 10, nº 2, pp. 5-21, 2004.
R. Hoda, J. Noble e S. Marshall, “Agile Project Management,” em International Conference on Extreme Programming and Agile Processes in Software Engineering, Christchurch, New Zealand. , 2008.
B. A. Hussein, “A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway,” Education Science, vol. 5, p. 104–125, 2015.
T. D. Lynch, M. Herold, J. Bolinger, S. Deshpande, T. Bihari, J. Ramanathan e R. Ramnath, “An Agile Boot Camp: Using a LEGO®-Based Active Game to Ground Agile Development Principles.,” em 41st ASEE/IEEE Frontiers in Education Conference, Rapid City, SD, 2011.
A. Gkritsi, “Scrum Game: An Agile Software Management Game,” 2011.
C. G. v. Wangenheim, R. Savi e A. F. Borgatto, “SCRUMIA—An educational game for teaching SCRUM in computing courses,” The Journal of Systems and Software, vol. 86, p. 2675– 2687, 2013.
V. C. P. Peeters, “XP Planning Game,” 2010. [Online]. Available: http://www.xp.be/xpgame.html. [Acesso em 2010].
K. Beck, Extreme Programming Explained: embrace change, 2nd ed., Pearson Education, 2004.
P. E. Battistella e C. G. v. Wangenheim, “Games for Teaching Computing in Higher Education – A Systematic Review,” vol. 1, nº 3, pp. 8-30, Março 2016.
A. Bassi, “Scrum Sim - A Simulation Game to Learn the Scrum Agile Framework,” 2016.
A. Godoy, “Game-Scrum: An Approach to Agile Game Development,” em SBC - Proceedings of SBGames 2010, Florianópolis - Brazil, 2010.
W.-L. Lee, “SCRUM-X: An Interactive and Experiential Learning Platform for Teaching Scrum,” em Proceedings of IMCIC - ICSIT 2016, 2016.
A. Brito e J. Vieira, “‘2TScrum’: A Board Game to Teach Scrum,” em Simpósio Brasileiro de Engenharia de Software (SBES'17), Fortaleza, Brazil, 2017.
P. Rodrigues, M. Souza e E. Figueiredo, “Games and Gamification in Software Engineering: A Survey with Educators,” 2018.
M. Souza, L. Veado, R. T. Moreira, E. Figueiredo e H. Costa, “A systematic mapping study on game-related methods for software engineering education,” A systematic mapping study on game-related methods for software, vol. 95, pp. 201-2018, 2018.
J. Bergin e F. Grossman, “Extreme Construction: Making Agile Accessible,” em Proceedings of AGILE 2006 Conference (AGILE'06), 2006.
A. Przybyłek e M. Zakrzewski, “Adopting Collaborative Games into Agile Requirements Engineering,” em Proceedings of the 13th International Conference on Evaluation of Novel Approaches to Software Engineering (ENASE 2018), 2019.
D. Parsons, “Creating game-like activities in agile software engineering education,” em 23rd Australasian Software Engineering Conference • ASWEC 2014, Sydney, Australia, 2014.
R. Savi, C. G. von Wangenheim e A. F. Borgatto, “A Model for the Evaluation of Educational Games for Teaching Software Engineering,” em 25th Brazilian Symposium on Software Engineering, SBES 2011, Sao Paulo, Brazil,, 2011.
M. Tavakol e R. Dennick, “Making sense of Cronbach’s alpha,” International Journal of Medical Education, vol. 2011, nº 2, pp. 53-55, 2011.
G. Petri, C. G. v. Wangenheim e A. F. Borgatto, “Quality of Games for Teaching Software Engineering: An Analysis of Empirical Evidences of Digital and Non-digital Games,” em 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track, 2017.
B. Weber, “Extreme Construction Game to Improve the Teaching of Extreme Programming Practices,” Austria.
P. Schoeffel, R. S. Wazlawick e V. F. C. Ramos, “Using Multiple Active Teaching-Learning Approaches in Software Project Management: A longitudinal analysis of students’ motivation and learning,” em 2018 IEEE Frontiers in Education Conference (FIE), San Jose, CA, USA, 2018.
J. M. Fernandes e S. M. Sousa, “PlayScrum - A Card Game to Learn the Scrum Agile Method,” em 2010 Second International Conference on Games and Virtual Worlds for Serious Applications, 2010.
K. Greaves e S. Laing, “Collaboration Games from the Growing Agile Toolbox,” Growing Agile, 2013.
Publicado
26/04/2021
Como Citar
SCHOEFFEL, Pablo.
XP Enigma - Um Jogo Educacional Não Digital para Apoio ao Ensino de Métodos Ágeis: Uma análise temporal da motivação e aprendizagem. In: SIMPÓSIO BRASILEIRO DE EDUCAÇÃO EM COMPUTAÇÃO (EDUCOMP), 1. , 2021, On-line.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 152-161.
DOI: https://doi.org/10.5753/educomp.2021.14481.